Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - thepenguin77

Pages: 1 ... 71 72 [73] 74 75 ... 108
1081
TI Z80 / Re: Chess
« on: February 28, 2011, 10:02:24 pm »
You should use Calcnet routines.  Also, please make the switching optional, because I hate chess games that do that.  It just bugs me. ;-)

Switching will be optional in the next update. But it only does it in two player mode, it one player mode it leaves the board in whichever orientation makes sense for the entire game.

1082
TI Z80 / Re: Chess
« on: February 28, 2011, 06:59:04 pm »
This looks pretty sweet thepenguin77. I'll give it a look when I have some time. I'm also seconding the two player via link suggestion. ;)

I probably won't do link play because I don't see it being that necessary. It's very hard to do, especially because I would need to do USB linking. And in reality, it's not even that necessary, you could just hand your friend your calculator, especially if they are sitting close enough to use a link cable :D


I fixed the Queen side castling and I added in pawn promotion. The game also flips the board around when the black player is moving. This makes it slightly annoying to play against yourself, but it is disableable via an internal flag, which will be in the options menu.

1083
TI Z80 / Re: Chess
« on: February 27, 2011, 08:22:51 pm »
Also, where's the calc serial number stored?

I'm assuming you mean where in the calculator. It is in the certificate and is retrievable via bcall($807E).

You should still definetely put either link play or 2-player, though. It's more fun when you get to swear at your opponent and he has to listen.

It has 2-player mode. And soon it will spin the board around between turns. (So you are looking from the correct side.)

One bug I noticed: Queenside castling is broken... it moved the wrong rook (from the h-file to the f-file, instead of a- to d-), and overwrote my bishop :(

That used to work, but I must have screwed it up when I made castling stop disabling the AI.


Also, some things I have planned.
-Save games (multiple with a file name you pick)
-Look at board from correct side
-Undo button
-Options menu
-If the AI starts to take forever, I'll add in an option to disable grayscale during thinking
-The AI needs to understand piece protection, this will fix Goplat's problem and hopefully allow it to checkmate

1084
Axe / Re: Mirage safe zones
« on: February 26, 2011, 10:47:12 pm »
Yep, $8A4A is the spot. This is the shortest possible (clean) program demonstrating my point.

Code: [Select]
xor a
jr nc, $+2
nop
inc a
ld ($8A4A), a
ret

When you run it, you essentially quit mirage.

Edit:
   Ok, now it's the smallest.

1085
Axe / Re: Mirage safe zones
« on: February 26, 2011, 10:29:22 pm »
There is one byte in statVars (I assume L2) that mirage uses. That is $8A4A. If it is 1, mirage quits to the homescreen. If it is anything else, it doesn't.

1086
TI Z80 / Re: Chess
« on: February 26, 2011, 08:58:43 pm »
Looks really nice! :D
Are you also gonna add difficulty?

I'm trying. But I doubt I will have different difficulty settings because the hardest one probably won't be too difficult to beat.

Awesome!
Will you be adding pawn promotion sometime soon? If so, then I'm definitely gonna give this to my friends, cuz they all play chess.

Pawn promotion is pretty simple, so that will be in the next update.

1087
TI Z80 / Chess
« on: February 26, 2011, 08:49:40 pm »
To all the googlers who come through here. The newest version is over at ticalc.org.



My friends at school told me to make chess. So I did.

I started this on wednesday, so it's pretty new. But it's awesome. :D



This is me playing against the calculator. I played in 50% speed, so don't think I'm a chess genius. Some strange stuff happens in that game though, like me castling out of check (legal?), it cheating its way out of checkmate, followed by me losing my queen, and then it forks me with a knight.

Since you're wondering, here is how the AI works. It looks through every single possible move and gives it a rating. It then chooses randomly from the top 4 unless there is one clear obvious choice. This way, you don't always play the same game, but the CPU won't pass up an obvious move. This rating is calculated, as of now, by this formula.

4*capture + 3/2*(threatAgainstCpuFinal - threatAgainstCpuInitial) + (threatAgainstPlayerInitial - threatAgainstPlayerFinal)

Each piece is rated on the usual scale. (pawn = 1, bishop = 3, knight = 3, rook = 5, queen = 9, king = 10) To calculate threat, you look at the sum of the reward of all possible attacks. So if there is a lone rook out in the center, and two different pieces can capture it, the threat would be 5 + 5 = 10.

As far as grayscale goes on this one, I'm trying out a new system. The first time you run the program on your calculator, it asks you to calibrate the flicker and adjust the contrast. Then it stores these values internally and never asks you again. But what makes this one different is that when you send it to your friend, it will ask them to recalibrate it even though you have already done so on yours. How? Along with the contrast and delay, it also stores the calcSerial. So if the stored serial and the real serial don't match, it asks to recalibrate.

In it's current state, this game is very playable. The only thing it lacks is pawn promotion, but I even included en passant. The menus however need serious work, the current ones are just to make navigation possible.

And for those people who will ask, GRAPH quits.

1088
ASM / Re: Goto Label using ASM
« on: February 25, 2011, 10:16:28 pm »
I know there is no bcall explicity made for doing this. But with a little bit ptr hacking it's probably doable. (Essentially change a few numbers so the program returns to the new label instead of where it's supposed to.)

1089
Miscellaneous / Re: Neave Strobe
« on: February 25, 2011, 04:12:42 pm »
It made my eyes warm and gave them a semi watery feel. Which I'm sure can only be good. :)

1090
Other Calculators / Re: Sound for calculators with bad ram
« on: February 24, 2011, 11:05:52 pm »
That's an annoying problem with a super easy fix by me, but it's not worth the re-release. So what I would recommend is to go into audacity and change anything. Just about any change you do should fix this problem because FF is about the rarest byte in the whole program. It is eliminated at first, then it is only used for marking the end of the song. But I guess theoretically it could pop up in compression.

1091
Other Calculators / Re: Sound for calculators with bad ram
« on: February 24, 2011, 10:53:24 pm »
The 84+'s are supposed to be 15MHz. But the careful technique I use in that program shows that they are much faster than that. I know it works because if wabbitemu had the proper clock cycles for adc a, imm8, it would show exactly 15,000,000Hz, which is exactly what it's clocked to. (I forget the math, but if you adjust the number, it comes out right.)

And if you're still not a believer, take a song clocked for your calculator and run it in wabbitemu or vice versa. In wabbitemu it will crawl and on your calculator it will go way too fast.

1092
Miscellaneous / Re: Random YouTube Videos
« on: February 21, 2011, 10:31:47 pm »
Happybobjr, that is the scariest thing I have ever watched.

This guy makes the funniest youtube videos I have seen in a while. I watched all 105 last week so they are pretty good.

&feature=related

And he's french, so maybe their even cooler if you speak french.

1093
Other / Re: Lego mindstorms-what to do?
« on: February 20, 2011, 09:17:29 pm »
If you want a real challenge. (Depends on how good you are at it.) You could try to make a segway. I've seen it done so I know it's possible.

1094
TI Z80 / Re: Four Level Grayscale Video
« on: February 18, 2011, 05:55:27 pm »
Right now, it's not very easy. I just converted a section of a youtube video for my calc. The process was youtube >realplayer> flv >super> wmv >moviemaker> wmv >super> mp4 >super> jpg >gimp> bmp >fourvid> 8xk.

Hopefully though, if I can figure out how .avi files work. The conversion will be a few steps shorter.

1095
News / Re: cerzus69 releases Benumbered 2.0 beta
« on: February 18, 2011, 05:52:21 pm »
Looks great. I love to games still being made in asm.

When you're doing your grayscale. How are you drawing it? Across rows or down columns? Because while there is a slight speed cost for drawing across rows, you'll notice an improvement in flicker.

Pages: 1 ... 71 72 [73] 74 75 ... 108